Name:
Pinsir
Set:
Hidden Legends
Card#:
13/101
Type:
Grass
Stage:
Basic
HP:
70
Weakness:
Fire
Resistance:
None
Retreat:
C
Poké-Body:
Crust
Any damage
done to Pinsir by attacks from your
opponent’s Basic Pokémon is reduced by 30 (after applying
Weakness and Resistance).
Attack#2:
(GC) Sonicboom [30]
This
attack’s damage isn’t affected by Weakness or Resistance.
Attributes:
Pinsir is a basic, Grass Pokémon
that currently has no Evolved form or pre-Evolutions. So it’s
all alone, for better or worse. Being a Basic is as good as it
gets for Stages, and being Grass, in and of itself isn’t too
bad: Grass Weakness has been around since Base Set, but Grass
Resistance is only seen on the majority of Metal Pokémon (though
as we will later see, this doesn’t actually matter). 70 HP is
good for a basic Pokémon. I find that anything under 60 HP
doesn’t have much of a chance, and we have exceeded that.
Moving onto
the card’s bottom stats, we see that it has the oh-so-nasty Fire
Weakness, though it is appropriate. We see a total lack of
Resistance, which I do not like. Obviously, no Resistance is
the worst Resistance. The final attribute to evaluate is the
retreat-a single energy is all it takes, making
retreating a
Pinsir a simple matter.
Abilities:
The first attack is what hints that this is a Hidden Legends
card is the Poké-Body. It reduces damage done by the attacks of
Basic Pokémon by 30. This won’t do you a whole lot of good, but
does give you the edge against Sandstorm Wobbuffet, and more
importantly, Mewtwo ex and Rayquaza ex.
The main
attack for this version of Pinsir
is… Sonicboom?
Well, it doesn’t seem too Bug like, but it is a solid attack
none the less, yielding 30 damage for only (GC), plus its effect
of not being affected by Weakness or Resistance. The effect
sounds like a fair trade to me, so we are getting a small damage
bonus of five.
I don’t get a
lot of synergy from this card’s abilities-both are pretty good,
but they don’t really go together. Its Poké-Body makes it great
opening… but it can’t attack until turn two, and by then, it
probably will be dead.
Uses/Combinations:
If you run a Grass deck, it can be a nice opener. Outside of
that, I am kind of at a loss. If you can find someway to
De-Evolve your opponent’s Pokémon and/or keep them from
Evolving, it could be really, really good.
Ratings
Unlimited:
2/5-Not really too great here. There are some very wicked Grass
Basics in this format, like Rocket’s Scyther. Jungle Scyther is
also pretty strong (and can be added to most any deck). Still,
this has solid damage as back up for this format, and since a
lot of its opponent’s are basic, it’ll be harder to kill.
Modified:
2.5/5-But I might be selling it short, at least according to our
Gym Leader.
Then again, our local meta-game tends to differ from most other
areas.
Limited:
4/5-The only reason not to run it is if you think you absolutely
can’t squeeze in a few Grass Energy.
Solid damage, and you essentially are
Resistant to every Pokémon your opponent is apt to pull. Just
make sure you have something else to run incase your opponent
drafted several Evolutions.
Summary
So close, it’s
almost painful.
-Otaku